Concept art of a vast terraced mine, a burning refinery and distant frozen data centres
IN DEVELOPMENT · Pre-production

HASH
LANDS

Dig the seam. Feed the grid. Hold the line until dawn.

A resource-management siege game set on a frontier that runs on gold, rare earth and electricity — and never has enough of any of them.

THE AURIC REACH / 38 YEARS AFTER THE BROWNOUTCONCEPT ART — NOT GAMEPLAY FOOTAGE
STATUSIN DEVELOPMENTSTAGEPre-productionBUILDNo playable buildRELEASENo date announcedPLATFORMSPlatforms not announced
Au GOLDAg SILVERCu COPPERNd RARE EARTH POWER COMPUTEEXTRACT. REFINE. HOLD.
01 / THE WORLD

The lights came back.
The appetite never left.

SETTING
An industrial frontier, 38 years after the Long Brownout
YOU ARE
A line boss with one terrace and one power allocation
THE PRESSURE
Metal is slow · compute pays now · the grid serves one master
EVERY SHIFT ENDS
With something coming down the haul road

The Long Brownout ended an age of easy promises. What crawled out of it wants exactly one thing, and it wants it constantly: power.

Settlements cut gold out of basalt and silver out of moving ice. Pits in the middle of the map give up the grey rare-earth mud that every motor and every cooling fan is made from. And along the cold river, twelve hyperscale halls run day and night on a draw curve that bends the dispatch board — mining value straight out of the grid while the people who built that grid queue behind them.

Nobody in Hashlands is fighting over territory. They are fighting over the allocation.

Open the frontier atlas
02 / HOW IT PLAYS

Build a line.
Then keep it lit.

The full breakdown
01

Set the line

Place the rigs. Cut the haul road. Decide what this settlement is for.

A shift starts empty. You lay drills against the seam, drop crushers behind them, and run belts back to the refinery. Every metre of belt is a metre you have to power, and a metre something can reach.

Placement
Grid-snapped, on terraces that already exist
Cost
Metal you already refined, spent up front
Mistake you will make
Building wide before building fed
02

Feed the grid

Power is the real currency. Everything on the map is bidding for it.

Drills, leach cascades, cooling and compute all draw from one allocation. Sell a block to the Stacks and you are rich this shift and dark the next. The dispatch board is the game's hardest screen and it is deliberately one wall of grease-pencil lines.

Meter
One allocation bar, shared by every building
Trade
Metal is slow and keeps · compute is fast and evaporates
Failure state
Brownout — production halts, defences go cold
03

Hold the rush

At the end of every shift, something comes down the haul road.

Claim-jumpers, a Union audit crew, a thermal runaway in the tailings pond, a draw spike out of the Stacks that tries to eat your whole allocation. You defend with what you built: floodlights, arc fences, a pumped-water curtain, a crew you paid on time.

Shape
Lanes down the haul road, waves on a timer
Defences
Powered — they compete with production for the same grid
Win condition
The line still runs at dawn
  • 01EXTRACTDrills, belts, the haul road
  • 02POWEROne allocation, every building
  • 03REFINEMetal keeps · compute evaporates
  • 04DEFENDWhatever you left powered
03 / A SHIFT, END TO END

Twenty-five minutes,
one bad decision.

A run is short on purpose. Long enough to build something you are proud of, short enough that losing it to a draw spike is a story rather than a tragedy.

  1. 00:00Survey

    The seam is read, the terrace is bare, the allocation for the shift is posted.

  2. 00:04Build

    Drills and belts go down. You overbuild. You always overbuild.

  3. 00:11Squeeze

    The Stacks bid for power. Take the money and run the shift thin, or refuse and stay warm.

  4. 00:18Rush

    Headlights on the haul road. Whatever you did not power is now decoration.

  5. 00:24Dawn

    What survived is banked. What you learned is the actual progression.

04 / SIX TERRITORIES

One frontier.
No easy ground.

Open the atlas
05 / PRE-PRODUCTION ART

Frames from
a world being drawn.

Open the art gallery

CONCEPT ART — NOT GAMEPLAY FOOTAGE · NO PLAYABLE BUILD EXISTS YET

06 / WHO YOU ANSWER TO

Three ways to endure.

All faction dossiers
07 / VOICES FROM THE FRONTIER

Life between the seams.

All field journals
08 / WHERE THIS ACTUALLY IS

It is not finished.
It is not pretending to be.

Hashlands is in pre-production. The world, the factions and the shift loop are designed; the art is being drawn; there is no playable build, no date and no announced platform.

If it ships, this is where it gets announced. One message, when there is something real to show.

No platform has been announced and no date has been set — this list exists so that when one is, you hear it first.